this.inherits(SKILL);
this.name = "武当长拳";
this.id = "wudangchangquan";
this.grade = 1;
this.family = FAMILIES.WUDANG;
this.attack_actions = [
"$N力灌右臂,一招「七星手」,一拳直出打向$n的$l",
"$N身行前探,闪身跨奔$n身侧,一招「推手」,向$n的$l推去",
"$N双臂微曲,身行晃动,一招「一条鞭」守中带攻打向$n的$l",
"$N马步扎稳,左手虚晃,右手握拳一式「直击」迅猛打向$n的胸口",
"$N施出「雁回头」,纵身跃向空中,双手同时击向$n的$l",
"$N双臂回环,身行微微后仰,一招「井栏」,缠向$n的双手"
];
this.desc = "武当派入门拳脚功夫";
//"(\w+)"(.+?)"NOR"
//<$1>$2$1>
this.can_enables = ["unarmed"];
this.query_enable_prop = function (lv) {
return {
unarmed: {
gj: lv + 7
}
};
}
this.learn_condition = {
max_mp: 500,
skill: {
unarmed: 50
}
};
this.pfm = {
bao:
{
name: "虎抱头",
distime: 16000,
enable_skill: "unarmed",
weapon_type: WEAPON_TYPE.UNARMED,
mp: 10,
release_time: 0,
use: function (me, target, lv) {
var sh = me.do_attack({
target: target,
attack_msg: "$N身行前探,双手抱环向$n推去",
damage_msg:"$n一时大意,被$P内劲牵引,不由得一个趔趄。"
});
if (sh) {
target.add_status({
id: "busy",
is_busy: true,
name: "忙乱",
desc: "你处于忙乱状态,无法攻击,招架",
duration: 3000 + lv * 4,
downside:true
},me);
}
me.end_attack(target);
},
query_desc: function (me, lv) {
var lv = 3000 + lv * 4;
return "命中敌人后,使敌人忙乱"+(lv/1000)+"秒,无法攻击,招架";
}
}
};